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SPARP: a single pass antialiased rasterization processor

机译:SPARP:单通道抗锯齿光栅化处理器

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We present a rasterization processor architecture named SPARP (single-pass antialiased rasterization processor), which exploits antialiased rendering in a single pass. Our architecture is basically based on the A-buffer (Carpenter, Computer graphics 1985;19:69-78) algorithm. We have modified the A-buffer algorithm to enhance the efficiency of hardware implementation and quality of the image rendered, such as the data structure of pixel storage elements, the merging scheme of partial-coverage pixels, and the blending of partial-coverage or non-opaque pixels. For the scan conversion and generation of subpixel masks, we use the representation of edges that was proposed by Schilling (Computer graphics 1991;25:131-41). We represent partial-coverage pixels for a pixel location by a front-to-back sorted list as in the A-buffer and dynamically manage the list storage. We have devised a dynamic memory management scheme that extremely simplifies the memory managing overheads so that we can build it by hard-wired logic circuitry. In our architecture we can render an antialiased scene with the same rendering context of Z-buffer method. Depending on the scene complexity, proposed architecture requires rasterization time 1.4-1.7 times as much as a Z-buffer rasterizer does. The buffer memory requirements can vary depending on the scene complexity; the average storage requirement is 2.75 times that of the Z-buffer for our example scenes. Our architecture can be used with most rendering algorithms to produce high-quality antialiased images at the minimally increased rendering time and buff
机译:我们提出了一种名为SPARP的栅格化处理器体系结构(单遍抗锯齿栅格化处理器),该架构可在单遍处理中利用抗锯齿渲染。我们的体系结构基本上基于A缓冲区(Carpenter,计算机图形学1985; 19:69-78)算法。我们修改了A缓冲区算法,以提高硬件实现的效率和渲染图像的质量,例如像素存储元素的数据结构,部分覆盖像素的合并方案以及部分覆盖或非覆盖的混合-不透明像素。对于扫描转换和子像素蒙版的生成,我们使用Schilling提出的边缘表示(计算机图形学1991; 25:131-41)。我们通过像A缓冲区一样的前后排序的列表来表示像素位置的部分覆盖像素,并动态管理列表存储。我们设计了一种动态内存管理方案,该方案极大地简化了内存管理开销,因此我们可以通过硬连线逻辑电路来构建它。在我们的架构中,我们可以使用相同的Z缓冲区方法渲染上下文来渲染抗锯齿场景。根据场景的复杂程度,提出的体系结构需要的光栅化时间是Z缓冲区光栅化器的1.4-1.7倍。缓冲存储器的要求会根据场景的复杂性而有所不同。对于我们的示例场景,平均存储需求是Z缓冲区的2.75倍。我们的体系结构可与大多数渲染算法配合使用,以最少的渲染时间和buff生成高质量的抗锯齿图像

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